PresentMon describes them as following:
MS DX docs terminology:Hardware: Legacy Flip
Indicates the app took ownership of the screen, and is swapping the displayed surface every frame.
Hardware: Legacy Copy to front buffer
Indicates the app took ownership of the screen, and is copying new contents to an already-on-screen surface every frame.
Hardware: Independent Flip
Indicates the app does not have ownership of the screen, but is still swapping the displayed surface every frame.
Composed: Flip
Indicates the app is windowed, is using "flip model" swapchains, and is sharing its surfaces with DWM to be composed.
Hardware Composed: Independent Flip
Indicates the app is using "flip model" swapchains, and has been granted a hardware overlay plane.
Composed: Copy with GPU GDI
Indicates the app is windowed, and is copying contents into a surface that's shared with GDI.
Composed: Copy with CPU GDI
Indicates the app is windowed, and is copying contents into a dedicated DirectX window surface. GDI contents are stored separately, and are composed together with DX contents by the DWM.
https://docs.microsoft.com/en-us/window ... wap_effect
and
https://youtu.be/E3wTajGZOsA
From my understanding so far:
Hardware: Legacy Flip - Fullscreen Flip or so called true FullScreen Exclusive
Hardware: Legacy Copy to front buffer - Fullscreen BitBlt
Composed: Copy with CPU GDI - worst-case scenario described by Jesse in fullscreen - Fullscreen Proxy
Really curious what Composed: Copy with GPU GDI is tho.